#include "fwState.h"

State::~State()
{

}

void State::Destroy()
{
	for (FWuint i = 0; i < m_iCount; i++)
	{
		Entity * temp = m_lstEntities.at(i);

		temp->Destroy();
		SAFE_DEL(temp);
	}
	m_lstEntities.clear();
}

void State::Update(FWfloat deltaTime)
{
	for (FWuint i = 0; i < m_iCount; i++)
	{
		m_lstEntities.at(i)->Update(deltaTime);
	}
}

void State::Draw()
{
	for (FWuint i = 0; i < m_iCount; i++)
	{
		m_lstEntities.at(i)->Draw();
	}
}

void State::Key(const FWobject, FWobject)
{

}

void State::Touch(const FWobject sender, FWobject extra)
{

}